using System;
using System.Collections;
using Server;
using Server.Mobiles;

namespace Server.Factions
{
	public abstract class BaseFactionVendor : BaseVendor
	{
		private Town m_Town;
		private Faction m_Faction;

		[CommandProperty( AccessLevel.Counselor, AccessLevel.Administrator )]
		public Town Town
		{
			get{ return m_Town; }
			set{ Unregister(); m_Town = value; Register(); }
		}

		[CommandProperty( AccessLevel.Counselor, AccessLevel.Administrator )]
		public Faction Faction
		{
			get{ return m_Faction; }
			set{ Unregister(); m_Faction = value; Register(); }
		}

		public void Register()
		{
			if ( m_Town != null && m_Faction != null )
				m_Town.RegisterVendor( this );
		}

		public override bool OnMoveOver( Mobile m )
		{
			if ( Core.ML )
				return true;

			return base.OnMoveOver( m );
		}

		public void Unregister()
		{
			if ( m_Town != null )
				m_Town.UnregisterVendor( this );
		}

		private ArrayList m_SBInfos = new ArrayList();
		protected override ArrayList SBInfos{ get { return m_SBInfos; } }

		public override void InitSBInfo()
		{
		}

		public override void OnAfterDelete()
		{
			base.OnAfterDelete();

			Unregister();
		}

		public override bool CheckVendorAccess( Mobile from )
		{
			return true;
		}

		public BaseFactionVendor( Town town, Faction faction, string title ) : base( title )
		{
			Frozen = true;
			CantWalk = true;
			Female = false;
			BodyValue = 400;
			Name = NameList.RandomName( "male" );

			RangeHome = 0;

			m_Town = town;
			m_Faction = faction;
			Register();
		}

		public BaseFactionVendor( Serial serial ) : base( serial )
		{
		}

		public override void Serialize( GenericWriter writer )
		{
			base.Serialize( writer );

			writer.Write( (int) 0 ); // version

			Town.WriteReference( writer, m_Town );
			Faction.WriteReference( writer, m_Faction );
		}

		public override void Deserialize( GenericReader reader )
		{
			base.Deserialize( reader );

			int version = reader.ReadInt();

			switch ( version )
			{
				case 0:
				{
					m_Town = Town.ReadReference( reader );
					m_Faction = Faction.ReadReference( reader );
					Register();
					break;
				}
			}

			Frozen = true;
		}
	}
}